Tips
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Below is a list of misc. tips. Feel free to add any you may have.
Infantry Tips
- The pop-up menu can be accessed by pressing F (by default).
- Join or create a squad to get more rank points. See the squad section of the pop-up menu.
- As you are promoted, you get an additional skill slot to fill. Set this in your spawn menu (B by default), then return to a barracks or armory to activate it.
- Much like changing your class, setting or changing a skill "on the fly" does not immediately activate it. You must return to the barracks or armory. Once inside, bring up the spawn menu and click Accept. Be advised that your ammo will reset and you will need to stop by the crates and fill up again.
- You can change your class near a captured flag just like you would inside the barracks or armory: bring up your spawn menu, make any changes and click "Accept".
- Any class can help build buildings with their USE key, engineers are just the most efficient (by a long shot).
- See the full-size map by pressing M.
- To set your spawn location, hit Enter and click on one of your barracks.
Class-Specific Tips
See the class page for each of the following for class tips.
Commander Tips
- Hold down Z and move the mouse to zoom the camera.
- Hold down X and move the mouse to rotate the camera view.
- Press E to exit commander mode.
- When placing a structure, hold the left mouse button to rotate the building.
- Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.
- If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn't much fun when they do.
- Don't be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so.
- Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.
- Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself.
- Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.
Advanced Commander Tips and Tactics
(Mod: please consider moving this to a separate page)
General Commander Stratedgy
- Frontlining: Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.
Weak points: Needs a better team that usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.
- Turtle-ing: Fortify your base in the starting area, and don’t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.
Strong points: Well defended against enemies as it’s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV. Can employ ninjas because the enemies don’t tend to dig in as much.
Weak points: Difficult to defend refineries. You’ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It's harder to destroy the enemy from a long way away from their CV.
- Relocating: Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm's plans. It doesn’t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don’t even try this unless you know exactly what you are doing.
Strong points: Can confuse the enemies, they aren’t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.
Weak points: If you do it wrong you’ve lost your team the game. If you waste too much time you’ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.
- Consider where you place your turrets. Don't place turrets in extremely high or low elevations, such as on the top slopes of DustStorm, as infantry can sneak below them easily without triggering them and then disarm the turrets. Don't place turrets too close to buildings, such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. When in large spaces, place turrets in ambush positions. Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. When in small spaces, maximize the turret firing arc. Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it's range.
- Identify a map's chokepoints, and try to force the enemy to assault those. For a detailed analysis of each map and it's critical points, see the "Maps" section.
General Vehicle Tips
- Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.
- Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.
- If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover before you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly.
- Don't fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away.
- Don't be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you.
- Check that the vehicle you are about to drive away is not somebody elses ride or you won't make very many friends on a server.
- If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them.
- A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.
Advanced Vehicle Tips and Tactics
(please revise format of chart)
- Analysis of 1.031 Beta Armors: Strengths and Weaknesses
Plain Cost: low Weight: average HP: very low speed modifier: low special: takes %50 extra damage from bio Strongest Against: none Weakest Against: bio Good Combos: none
Composite Cost: Very High Weight: low HP: very high speed modifier: very low special: none Strongest Against: Artillery, High damage missiles Weakest Against: fast cannons - anything fast - Good Combos: biodiesel, if you intend to absorb a lot of damage, you will need this engine to avoid stalling.
Absorbant Cost: low Weight: average HP: low speed modifier: very high special: absorbs extra heat damage Strongest Against: fast cannons, especially railgun Weakest Against: -bio-, high damage missles, mines, Good Combos: gas engine, you need the horsepower/cooling, stay back, encourage cannon battles, dodge missiles.
Reactive Cost: high Weight: high HP: average speed modifier: high special: 40% reduced damage from bio Strongest Against: fast cannons, bio Weakest Against: -high damage- missles, HE cannon, HeavyUMG Good Combos: coolant, dual cannons, stay back to avoid missles
Regenerative Cost: average Weight: average HP: high speed modifier: average special: moderate armor regeneration speed, double dmg from bio Strongest Against: average protection (ateast 2-3 times above plain) Weakest Against: -bio- faster weapons, MGs Good Combos: plasma cannon or MG, bio missle, 3 phase, poison the enemy, overheat them, escape
Reflective Cost: average Weight: average HP: average speed modifier: average special: reduces damage if tank is angled on impact Strongest Against: average protection (at least 2-3 times above plain) Weakest Against: average, depends on user skill Good Combos: fission, use this high acceleration engine to quickly rotate your tank to an angle to reduce damage
- Low speed modifiers cause increased damage with high speed weapons
- High speed modifiers cause reduced damage with high speed weapons
Chart Highlights: All armors are equal and different, you must explain this to your team and tell them what you want from them or they will not understand. If anything, this will teach you how to counter popular armor sets and help you develop new strategies.
Revised from Forum Thread, credits to Zachtos, Twosheds